Ultimate Guide to Regions in Foundry VTT, including new Modules

Поделиться
HTML-код
  • Опубликовано: 31 дек 2024

Комментарии • 55

  • @KalarGM
    @KalarGM 4 месяца назад +3

    This is another Great and informative video. Thanks!

  • @AB-nq9cr
    @AB-nq9cr 4 месяца назад +9

    For some reason evelation isnt popping up under behaviors. I just have stairs and everything but - what am i doing wrong? Lmk pls :)

  • @huepfklotz1443
    @huepfklotz1443 4 месяца назад +3

    Regarding the dragging for region enchantment. It is only possible to drag from the scene region legend (the window that pops up on the scene region layer) to the behavior tab of a region to connect the teleporter uuid. Module also capable to replace multilevel token teleporter within a scene albeit not recommended because multi is now well maintained and better

  • @inosuke6712
    @inosuke6712 4 месяца назад +3

    Thank you so much you are doing god's work

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      "Apostle Bailey". I like it.

  • @farnaby13
    @farnaby13 2 месяца назад +2

    Just found this video and it's good at explaining things, thanks.
    But, I don't have the set elevation behaviour in the drop-down list.
    How can I now set the height for the token when it enters?

  • @goliathead
    @goliathead 2 месяца назад +1

    I don't see a posted video for the "Enabling Regions with Multi-level vehicles" that you mentioned in Chapter 5. Are you still working on that? Is there any chance we could get a long form, how to video utilizing ALL of the available resources for large scale vehicles like sailing ships? Currently exploring Levels, Monks Active Tiles, Token Attacher, and now Regions and I gotta say it feels like playing catchup haha. Thanks for all of the guidance though!

    • @Baileywiki
      @Baileywiki  2 месяца назад +1

      We're probably due for a new large vehicle tutorial.

    • @goliathead
      @goliathead 2 месяца назад +1

      @Baileywiki I actually looked at one of your mass edit + regions videos and it solved all my questions, besides if you can take a preset with tiles and levels and put it into another, been having trouble with token attaching and doing that. Thanks so much for all the effort though! I'm coming along way quickly with your channels guidance.

  • @farling42
    @farling42 4 месяца назад +1

    I've only just come across this video. I think I need to do my own video on how to simple it is to create linked teleports using Easy Regions (I've had others also mention that the instructions aren't clear).

  • @giovannistreva1266
    @giovannistreva1266 4 месяца назад +1

    Is there a way to clone a token from a region to another one, so that when I move the first the second one moves too on its own? (like with levels module, now abandoned in v12).

  • @Juheniqus
    @Juheniqus 4 месяца назад +1

    Really nice tutorial. Just wondering if you are using midi.qol or DAE, I thought it was not updated for v12 quite yet. It's probably the modules that enables the drop down menu for active effects attribute keys.

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      Good question. I'll have to check what might have been active in that demo world. Thanks for the hint!

  • @anthonyhumpage7290
    @anthonyhumpage7290 4 месяца назад +1

    First, great video, these help me so much. I can't seem to attach a region to a token though with Token Attacher. Everytime I try and add a region to a token it breaks the prefab and nothing moves when I move the token anymore.

    • @Baileywiki
      @Baileywiki  4 месяца назад

      Do you have Mass Edit installed and active? And both ME and TA are up to date?
      ME makes regions moveable. I thought TA did the same, but I always have both installed so it's worth checking.

    • @anthonyhumpage7290
      @anthonyhumpage7290 4 месяца назад

      @@Baileywiki Yeah I have both up to date as of today and still get the problem. I go through with Find The Culprit and see if something else is conflicting with them.

    • @anthonyhumpage7290
      @anthonyhumpage7290 4 месяца назад

      @@Baileywiki So I disabled everything except TA and ME and I still have the same problem :(

    • @Baileywiki
      @Baileywiki  4 месяца назад

      Trying uninstalling and reinstalling both ME and TA. All I can think is that you have old versions of one or the other.

  • @ryanbradbury4665
    @ryanbradbury4665 4 месяца назад +2

    Is there somewhere we can download your preset regions for mass edit or are we going to have to make each one ourselves and save them

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      I believe I can export them and post them. Give me a day on that. Then I'll work on putting them in the modules once I'm 100% happy with them

  • @MattWeber
    @MattWeber 3 месяца назад +1

    Now if i could figure out how to add terrains for Terrain Mapper.. no one has shared any exports on his github to use thus far.

  • @oliro
    @oliro Месяц назад

    Hi Bailey, awesome video, as always!
    Quick question. Do you think there's a way to make regions (or other) play music & sounds as you enter them? The exact thing I'm trying to do is to have Rain & Thunder being heard when you're on a map outside, and then as soon as you enter a building, the sound stops (and gets replaced by a muffled version of it). Do you think such a thing is possible? Thanks!
    Edit:Typo

    • @Baileywiki
      @Baileywiki  Месяц назад +1

      This can easily be done with core Foundry sound settings, in fact.

    • @oliro
      @oliro Месяц назад

      Ok I sat down and started playing with walls restriction, levels and the native sound settings. At first I wasn't sure how to do it but then after 1h of fiddling around I managed to make it work flawlessly! Thanks for the tips, Bailey!
      Another question popped up while playing around with levels. It might not be the best page to ask, but I'll ask it here for the sake of not spreading everywhere. If you'd like me to post this on a Discord sever or another forum for others to see let me know.
      I made a prefab house with Dungeon Alchemist, a ground floor, a first floor and a roof in .webp format. I'm using levels and almost everything is working perfectly (thanks to you awesome tutorial!). The only problem I have right now is that my stairs drawing will elevate the tokens by 10feet (between ground and 1st floor), but when going from ''ground floor to 1st floor'' the 1st floor tiles is not showing up. I have to click on Monk's token bar's token image for it to load. When I'm on the 1st floor and take the stairs to go to ground floor, things are working as expected, with the 1st floor tile disappearing. Do you have any insight you could provide on that?
      I made sure to use orthographic exports in DA and to draw my stairs drawing as close to the squares as possible.
      Cheers!

    • @oliro
      @oliro Месяц назад

      Update. It is now working properly. I think a reset of Foundry was in order. So all in all everything is working fine! I just subscribed to your Patreon and I must say that you have a very impressive amount of goods! It'll help me a ton for prepping! Cheers!

  • @ken418
    @ken418 4 месяца назад +1

    Mind blown😃

  • @johnborba2422
    @johnborba2422 4 месяца назад +1

    Hmmm I am trying to do a set elevation and I'm having an issue because I have no reset on exit command. Am I alone on this? How would I go about fixing this?

    • @v3trin
      @v3trin 4 месяца назад

      Same. I fixed this by making one large area at 0 elevation, but which does not cover other areas, otherwise it will not work

    • @Baileywiki
      @Baileywiki  4 месяца назад

      Terrain Mapper handles this pretty cleanly. Did you try that?

    • @johnborba2422
      @johnborba2422 4 месяца назад

      @@Baileywiki I do have Terrain Mapper and it's on.

    • @Baileywiki
      @Baileywiki  4 месяца назад

      Did you check your global settings to make it reset your token position when it leaves the region?

    • @johnborba2422
      @johnborba2422 4 месяца назад

      @@Baileywiki I feel a bit silly for asking this, but where would I find that?

  • @Hazuma81
    @Hazuma81 4 месяца назад

    Hi Baikleywiki , I am experiencing problems in setting the elevation on the regions. In the video you can see that there is a Reset on exit option but it does not appear to me. I think it was a foundry update, I am uding the latest relase. Do you know how the problem can be solved? Because when the token enters it takes the right elevation but when it exits it stays at that elevation. Thanks

    • @Baileywiki
      @Baileywiki  4 месяца назад

      Try looking in your global settings for that reset function

    • @Hazuma81
      @Hazuma81 4 месяца назад

      @@Baileywiki The problem was not the global setting but the module version. The updated version of terrain mapper has replaced the reset button on exit

  • @royaljeff73
    @royaljeff73 Месяц назад

    I love your videos and not sure if you know the answer or if someone does but I lost the ability to select attributes like you have on yours and I can not find or fix the module that changes that. Does anyone know which module provides the ability for that drop down list? Any help is greatly appreciated.
    Sorry should clarify this is for setting up like half movement or applying an effect.

    • @Baileywiki
      @Baileywiki  Месяц назад

      I haven't heard of that happening, but other than updating all your modules, one way you can find out is with the Find the Culprit module. FTC will help you quickly isolate whichever module took that drop-down away.

    • @royaljeff73
      @royaljeff73 Месяц назад

      @ thank you. I was reading some other comments. I think it’s that dae and active effects have been updated for new version of dnd system version.

  • @David-cz7mm
    @David-cz7mm 4 месяца назад

    Hey I’m thinking of starting with Foundry VTT, but there is one thing I want to know: Is it possible to use foundry in a gaming group where we all sit together at the same table and the GM uses a TV connected to his Laptop to show the scenery. Like in Arkenforge where the players experience the fog of war on the TV and the GM controls everything from his Laptop? Thanks 🙏😊

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      Absolutely. Check out a module called Monk's Common Display from IronMonk. We have a tutorial on it on our channel.

  • @MaximusNerdius2
    @MaximusNerdius2 4 месяца назад

    Great video as always. I'm trying to use this to tie into a smoke effect - basically I'm looking for a macro or something that would reduce the token's vision range while within a region (of smoke). Any ideas fro anyone? I googled and found old ones but they dont appear to work with current versions.

  • @ajgrainson2
    @ajgrainson2 4 месяца назад +1

    What does regions do that Active Tile Trigger doesn't?

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      MATT requires a tile to trigger things. Tiles are great for square and rectangle areas, but they are painful when defining a large or irregular shape. You may surprised how often this comes up. Rooms, topology, trap areas, rings around a zone, etc.
      Plus, only regions can suppress light and weather within their border, and do other things that require more direct Foundry integration.

    • @mrbrianparker
      @mrbrianparker 4 месяца назад

      @@Baileywiki This was also my question until I thought to check the more recent comments. Thanks for the explanation and the very helpful video but it seems for most of my use cases, teleports and traps on a straightforward dungeon grid, that sticking to my current MATT/Tagger workflow will continue to do what I need without the extra level of triggering to call a MATT Tile from a Region. At least I know what they can do now.

  • @Andy-o6g
    @Andy-o6g 4 месяца назад

    This might be a bit of a noob question, but how do you get the token to rotate in the direction it's travelling? Is that a foundry feature I don't know about or is it a module you're using?

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      It's a module called auto-rotate. Simple and awesome.

    • @Andy-o6g
      @Andy-o6g 4 месяца назад

      @@Baileywiki Nice! Thanks!

  • @mikesixel8864
    @mikesixel8864 4 месяца назад

    what's the advantage of regions for vehicles, over tiles?

    • @Baileywiki
      @Baileywiki  4 месяца назад +1

      Well, Regions let you define a specific area. Tiles usually have transparent pixels and a hit box around them, which seems to make tokens stick to those outside edges.
      Also, from what I have tested it just performs well. Snappy. Responsive.

  • @avsabari1263
    @avsabari1263 4 месяца назад

    Lucky could be more meaningful over Musician to Rogues though?
    Sometimes you just want that advantage for your Sneak Attack...

  • @babyloniasteve
    @babyloniasteve Месяц назад

    Perhaps I've missed it in this video, but where are the instructions about attaching a region to an object?

    • @Baileywiki
      @Baileywiki  Месяц назад

      You need to use mass edits linker function. I have a video on it in the last month or so.

  • @ashroyal1136
    @ashroyal1136 4 месяца назад +2

    Every video I watch makes me more confused. I've been a patron for a few months now and I feel like I'm diving into a 400 level class without a GED. I don't even recognize half the screens you are using. Is there a list of videos I should watch in order that will bring me up to date? I am completely lost.

    • @Baileywiki
      @Baileywiki  4 месяца назад

      I would start with this video and then search my channel or RUclips for videos on specific modules that I mentioned in here.
      ruclips.net/video/370T_dFAGek/видео.html.

  • @LisaMiller-g8v
    @LisaMiller-g8v 3 месяца назад

    Walker Charles Walker Anna Moore Jason